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Important points about Types of light resources - illumination model
Note: While we see an opaque non-luminous object, we notice reflected light by one surface of the object. The whole reflected light is the sum of all contribution from light sources and the other reflecting surfaces in the scene. Hence a surfaces which is not directly exposed to a light resource may yet be visible if nearby objects are illuminated.
Figure: 1
By figure of 1 we can conclude about the expression i.e. specified below holds good in real life conditions
Light viewed from opaque non-luminous surface = Light from sources + Light from Other Surfaces
Because light sources are fairly dominant that is needed to establish realism in any graphic scene. Moreover, there are a variety of light sources, thus we require classifying them.
Sources of Light can be categorized as:
a) Point source
b) Parallel Source
c) Distributed Source
DESCRIBE PHONG INTERPOLATION SHADING METHOD
Draw the letters S, P, R or U of English alphabet using multiple Bézier curves. A complete code for plotting Bezier curves is given previously. There in the code, control point
Demerit - phong shading or normal vector interpolation shading Needs lot of computations to determine intensity at a point, hence increases the cost of shading in any impleme
LCD - Liquid Crystal Display A liquid crystal display consists of two glass plates each containing a light polarizer. One glass plate contains vertical polarizer and the ot
Consequently some methods are utilized to handle this huge information and these methods are termed as animation process that are classified as: First Method: In this method,
Important point about the De casteljeau algorithm 1) Bezier Curve: P (u) = ................ (1) Here B n,i (u) = n c i u i (1 - u) n-i ..
Hypertext: it is conceptually very similar as regular text: it can be stored, searched, read, or edited along with a significant difference: hypertext is text along with pointers
multimedia
explain in detail the application of computer graphics in education and training?
Implement displacement mapping and bump mapping on a sphere. The displacement can be whatever your choice. The bump map can be whatever your choice as well.
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